#pragma once

#ifndef __HEAD
#define __HEAD

//void mainLoop();
//void initialisation();

////////////////////////////////////////////////////
//this is simply the process required to include physX and ogre together
//you may use nxOgre instead
#include <includePhysX.h>
#include <Ogre.h>
#include <vector>

//extern Ogre::SceneManager* scene;

//Ogre::Light* loadLight(bool spot);
//Ogre::Entity* loadModel(const char* name, Ogre::Vector3 pos);

//This is a class that represents your own entity classes
//basically you just need to be able to associate a given ID with a model

//class PhysicsObject;
//extern std::vector<PhysicsObject*>		models;		//our list of entities

#endif